indirect_util.c revision 6747b715
1/*
2 * (C) Copyright IBM Corporation 2005
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sub license,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.  IN NO EVENT SHALL
19 * IBM,
20 * AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
21 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
22 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 * SOFTWARE.
24 */
25
26#ifdef HAVE_DIX_CONFIG_H
27#include <dix-config.h>
28#endif
29
30#include <string.h>
31
32#include <X11/Xmd.h>
33#include <GL/gl.h>
34#include <GL/glxproto.h>
35#include <inttypes.h>
36#include "indirect_size.h"
37#include "indirect_size_get.h"
38#include "indirect_dispatch.h"
39#include "glxserver.h"
40#include "glxbyteorder.h"
41#include "singlesize.h"
42#include "glapitable.h"
43#include "glapi.h"
44#include "glthread.h"
45#include "dispatch.h"
46#include "glxext.h"
47#include "indirect_table.h"
48#include "indirect_util.h"
49
50
51#define __GLX_PAD(a) (((a)+3)&~3)
52
53extern xGLXSingleReply __glXReply;
54
55
56GLint
57__glGetBooleanv_variable_size( GLenum e )
58{
59    if ( e == GL_COMPRESSED_TEXTURE_FORMATS ) {
60	GLint temp;
61
62	CALL_GetIntegerv( GET_DISPATCH(),
63			  (GL_NUM_COMPRESSED_TEXTURE_FORMATS, & temp) );
64	return temp;
65    }
66    else {
67	return 0;
68    }
69}
70
71
72/**
73 * Get a properly aligned buffer to hold reply data.
74 *
75 * \warning
76 * This function assumes that \c local_buffer is already properly aligned.
77 * It also assumes that \c alignment is a power of two.
78 */
79void *
80__glXGetAnswerBuffer( __GLXclientState * cl, size_t required_size,
81    void * local_buffer, size_t local_size, unsigned alignment )
82{
83    void * buffer = local_buffer;
84    const unsigned mask = alignment - 1;
85
86    if ( local_size < required_size ) {
87        const size_t worst_case_size = required_size + alignment;
88        intptr_t  temp_buf;
89
90        if ( cl->returnBufSize < worst_case_size ) {
91	    void * temp = realloc( cl->returnBuf, worst_case_size );
92
93	    if ( temp == NULL ) {
94	        return NULL;
95	    }
96
97	    cl->returnBuf = temp;
98	    cl->returnBufSize = worst_case_size;
99	}
100
101	temp_buf = (intptr_t) cl->returnBuf;
102	temp_buf = (temp_buf + mask) & ~mask;
103	buffer = (void *) temp_buf;
104    }
105
106    return buffer;
107}
108
109
110/**
111 * Send a GLX reply to the client.
112 *
113 * Technically speaking, there are several different ways to encode a GLX
114 * reply.  The primary difference is whether or not certain fields (e.g.,
115 * retval, size, and "pad3") are set.  This function gets around that by
116 * always setting all of the fields to "reasonable" values.  This does no
117 * harm to clients, but it does make the server-side code much more compact.
118 */
119void
120__glXSendReply( ClientPtr client, const void * data, size_t elements,
121    size_t element_size, GLboolean always_array, CARD32 retval )
122{
123    size_t reply_ints = 0;
124
125    if ( __glXErrorOccured() ) {
126        elements = 0;
127    }
128    else if ( (elements > 1) || always_array ) {
129        reply_ints = bytes_to_int32(elements * element_size);
130    }
131
132    __glXReply.length =         reply_ints;
133    __glXReply.type =           X_Reply;
134    __glXReply.sequenceNumber = client->sequence;
135    __glXReply.size =           elements;
136    __glXReply.retval =         retval;
137
138
139    /* It is faster on almost always every architecture to just copy the 8
140     * bytes, even when not necessary, than check to see of the value of
141     * elements requires it.  Copying the data when not needed will do no
142     * harm.
143     */
144
145    (void) memcpy( & __glXReply.pad3, data, 8 );
146    WriteToClient( client, sz_xGLXSingleReply, (char *) & __glXReply );
147
148    if ( reply_ints != 0 ) {
149        WriteToClient( client, reply_ints * 4, (char *) data );
150    }
151}
152
153
154/**
155 * Send a GLX reply to the client.
156 *
157 * Technically speaking, there are several different ways to encode a GLX
158 * reply.  The primary difference is whether or not certain fields (e.g.,
159 * retval, size, and "pad3") are set.  This function gets around that by
160 * always setting all of the fields to "reasonable" values.  This does no
161 * harm to clients, but it does make the server-side code much more compact.
162 *
163 * \warning
164 * This function assumes that values stored in \c data will be byte-swapped
165 * by the caller if necessary.
166 */
167void
168__glXSendReplySwap( ClientPtr client, const void * data, size_t elements,
169    size_t element_size, GLboolean always_array, CARD32 retval )
170{
171    size_t reply_ints = 0;
172
173    if ( __glXErrorOccured() ) {
174        elements = 0;
175    }
176    else if ( (elements > 1) || always_array ) {
177        reply_ints = bytes_to_int32(elements * element_size);
178    }
179
180    __glXReply.length =         bswap_32( reply_ints );
181    __glXReply.type =           X_Reply;
182    __glXReply.sequenceNumber = bswap_16( client->sequence );
183    __glXReply.size =           bswap_32( elements );
184    __glXReply.retval =         bswap_32( retval );
185
186
187    /* It is faster on almost always every architecture to just copy the 8
188     * bytes, even when not necessary, than check to see of the value of
189     * elements requires it.  Copying the data when not needed will do no
190     * harm.
191     */
192
193    (void) memcpy( & __glXReply.pad3, data, 8 );
194    WriteToClient( client, sz_xGLXSingleReply, (char *) & __glXReply );
195
196    if ( reply_ints != 0 ) {
197        WriteToClient( client, reply_ints * 4, (char *) data );
198    }
199}
200
201
202static int
203get_decode_index(const struct __glXDispatchInfo *dispatch_info,
204		 unsigned opcode)
205{
206    int remaining_bits;
207    int next_remain;
208    const int_fast16_t * const tree = dispatch_info->dispatch_tree;
209    int_fast16_t index;
210
211
212    remaining_bits = dispatch_info->bits;
213    if (opcode >= (1U << remaining_bits)) {
214	return -1;
215    }
216
217    index = 0;
218    for (/* empty */; remaining_bits > 0; remaining_bits = next_remain) {
219	unsigned mask;
220	unsigned child_index;
221
222
223	/* Calculate the slice of bits used by this node.
224	 *
225	 * If remaining_bits = 8 and tree[index] = 3, the mask of just the
226	 * remaining bits is 0x00ff and the mask for the remaining bits after
227	 * this node is 0x001f.  By taking 0x00ff & ~0x001f, we get 0x00e0.
228	 * This masks the 3 bits that we would want for this node.
229	 */
230
231	next_remain = remaining_bits - tree[index];
232	mask = ((1 << remaining_bits) - 1) &
233	  ~((1 << next_remain) - 1);
234
235
236	/* Using the mask, calculate the index of the opcode in the node.
237	 * With that index, fetch the index of the next node.
238	 */
239
240	child_index = (opcode & mask) >> next_remain;
241	index = tree[index + 1 + child_index];
242
243
244	/* If the next node is an empty leaf, the opcode is for a non-existant
245	 * function.  We're done.
246	 *
247	 * If the next node is a non-empty leaf, look up the function pointer
248	 * and return it.
249	 */
250
251	if (index == EMPTY_LEAF) {
252	    return -1;
253	}
254	else if (IS_LEAF_INDEX(index)) {
255	    unsigned func_index;
256
257
258	    /* The value stored in the tree for a leaf node is the base of
259	     * the function pointers for that leaf node.  The offset for the
260	     * function for a particular opcode is the remaining bits in the
261	     * opcode.
262	     */
263
264	    func_index = -index;
265	    func_index += opcode & ((1 << next_remain) - 1);
266	    return func_index;
267	}
268    }
269
270    /* We should *never* get here!!!
271     */
272    return -1;
273}
274
275
276void *
277__glXGetProtocolDecodeFunction(const struct __glXDispatchInfo *dispatch_info,
278			       int opcode, int swapped_version)
279{
280    const int func_index = get_decode_index(dispatch_info, opcode);
281
282    return (func_index < 0)
283	? NULL
284	: (void *) dispatch_info->dispatch_functions[func_index][swapped_version];
285}
286
287
288int
289__glXGetProtocolSizeData(const struct __glXDispatchInfo *dispatch_info,
290			 int opcode, __GLXrenderSizeData *data)
291{
292    if (dispatch_info->size_table != NULL) {
293	const int func_index = get_decode_index(dispatch_info, opcode);
294
295	if ((func_index >= 0)
296	    && (dispatch_info->size_table[func_index][0] != 0)) {
297	    const int var_offset =
298		dispatch_info->size_table[func_index][1];
299
300	    data->bytes = dispatch_info->size_table[func_index][0];
301	    data->varsize = (var_offset != ~0)
302		? dispatch_info->size_func_table[var_offset]
303		: NULL;
304
305	    return 0;
306	}
307    }
308
309    return -1;
310}
311